/Engine/Plugins/Editor/EditorScriptingUtilities/Source/EditorScriptingUtilities/Public/EditorAssetLibrary.h
Load an asset from the Content Browser. It will verify if the object is already loaded and only load it if it's necessary.
Load operations
Found or loaded asset.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static [UObject](API\Runtime\CoreUObject\UObject\UObject) * LoadAsset ( const [FString](API\Runtime\Core\Containers\FString) & AssetPath )